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Monday, May 21, 2012

Hulk Versus Superman

I just finished reading the DC versus Marvel trade paperback. I remember catching a few issues way back when it first came out, but I wasn't really in to comics at that time, so it sort of fell by the wayside for me. The premise, for those of you who haven't read it, is that two all powerful beings, one from each universe, decides they will pit the greatest warriors from each universe against each other, to see which universe is superior. Simple, right? I even remember having similar conversations with a friend back in college: who would win in a fight between Hulk and Superman? (Superman, duh. Come on, people.)


If we think about it though, this simple question is essentially the perfect set up for an improv scene. In ten words, we have the whole scene. Who? Two characters, Hulk and Superman. What's going on? They're fighting. When? The present (no time like it). Where? Doesn't really matter.


But notice I didn't ask "why". That's because it really doesn't matter. When we ask questions like this, the why is so unimportant. The comic, for that matter, essentially glosses over the whole topic. There are two supreme beings we don't care one lick about. They were created for this story alone, and will never be discussed once the last page is turned. Their plot is distinctly unimportant, and really only exists to hang the whole thing together. Even the heroes, when summoned for their respective battles, just go along with it.


Remember how I mentioned improv earlier? A scene begins, two actors on stage, and they set to improvising. For our purposes, we don't really care what they're doing, just so long as they're doing something. We also don't care why they're there, which one of them is to blame, or why they're friends (or coworkers, or whatever). What we care about is what's going on, who they are, who they are to each other, and how the whole thing is going to shake out (whether Hulk or Superman will win).


Here's a fun experiment: the next scene you're in either a) start blaming the other person for causing the situation (or just recount how you got there) or b) start asking your other player why he is acting the way that he is.
In the next scene either a) don't worry about why you got there, just accept the fact that its reality or b) treat the other person like this is how they always act (because if they are actually a friend (or coworker, or whatever) this would be how they'd always act).
We don't want to see people argue and bicker, we see enough of that in real life. We go to see performances to see people be honest and deal with each other. Any time we try to "fix" the other person or the situation, we're essentially negotiating the scene with our partner. And time spent negotiating scene points is time wasted.


We don't want to see Superman and the Hulk argue amongst themselves about their predicament, or try arguing with supreme beings as to whether they actually have to do this. We want to see two superheroes go toe-to-toe, and fight each other like they mean it.
Who cares why you're friends or why you're there? You are, so deal with it, and act like this is normal.


The audience wants it.

Monday, April 30, 2012

The Three Types

A couple of months ago, I did a workshop on the improvised narrative, and ended up getting into a rather heated discussion with some of my fellow improvisers. There statement was that they had performed many Harolds, and that the Harold was finely suited to support a longform narrative; mine was that I had never seen a Harold done well that used a narrative plot based structure. (Also worth noting is an Improv Etiquette lesson learned that weekend – Rule #1: never, ever tell an improviser that the way they are doing the Harold is wrong.) They did present an engaging argument: they have done a number of Harolds in the past and had success using it for plot.

My problem with using the Harold in this way is that the Harold was, in my opinion, never designed to support plot. In fact, few of the strict forms hold up plot, which is why when I teach I use the concept “plot shreds improv”. The problem is two fold; the first is that the opening, conclusion, and group games don't really fit into a narrative easily – they stick out a little awkwardly. Additionally, if the form is being used fully, you wind up with a problem of “three lines some waiting”. You have your A plot, which is hopefully very engaging and interesting, but if you stick to the form, it has to share stage time with possibly uninteresting B and C plots. Or even worse, you have three A plots, none of which ever get resolved or linked up in a meaningful way. Now sure, you can do some other scenes here and there, or shift around the weight of the other scenes, but then you're not really doing a Harold anymore, are you. (Go ahead, call me a Harold Purist, but may I remind you of Improv Etiquette Rule #1.)

My hardliner stance for the Harold arises because, in my mind, the Harold is an extremely unique form, and we should be trying to explore what it can do instead of trying to hybridize it with other non-congruent types. Of all the improv I've seen, I would say all longforms fall into one of three categories: Narrative, Deconstructive, and Constructive. The narrative is exactly what it sounds like – it's the improvised story. The Improvised X is riddled with the narrative types, where X is Shakespeare, Star Trek, Movie, etc. This is the one with plots, recurring characters, increasing stakes, climax, and resolution. If you're telling a story, you're doing the narrative type. The deconstructive forms are ones that are based around a central piece, which will ultimately be used as inspiration for scenes, by looking for meaning in the central piece. The Deconstruction (obviously) is the prime one, but Armando, Living Room are also members of this type. The last is constructive, which is where ideas and meaning are all being generated organically by the group. This is the artsy one, and the only form I see fitting this category is the Harold. It's supposed to be a weird, art piece of longform. This one relies on group mind in its group games and beginning. Meaning is found by looking at the juxtaposition of seemingly unrelated ideas, and is largely up to the audience to discern.

So, is there anything wrong with using the Harold as a platform for storytelling (Rule #1; if you're happy, I'm happy)? Does the Harold support narrative fluidly and easily? In my humble opinion, no, but then again what the hell do I matter? But I would pose this question – aren't there already enough forms that do narrative (and if you want to do that so much, why aren't you?) or deconstructive things? Seeing as the Harold is so unique, shouldn't we see what it can do for us when we really pursue the constructive things it can do? Shouldn't we be equally interested in finding the places we can get to when we embrace the weird, non-linear, organic nature that Harold can give us?

Monday, April 16, 2012

A Reunion

Frequent readers of my blog know that I am an unabashed American Pie enthusiast, so let's not waste any time with a build up, or a fancy intro and get right down the most important question of the new film in the canon, American Reunion: how does the film hold up in terms of my ongoing exploration of its themes of authenticity versus artifice?

But first, a review of the film – Reunion is based around the 13-year high school reunion for the East Great Falls class (don't worry about why it's the 13th, it's callously explained away with one line of dialogue, so let's not dwell too much on that one particular). Jim and Michelle have settled into a comfortable (read: sexless) marriage with kid, Kevin has a beard and a wife, but appears to be kind of restless with both, Oz has gone on to be a hammy sports show host and a former runner up on a “Dancing with the Stars” type show who is apparently discontent with his raunchy blond girlfriend, Finch has just returned from some sort of globe-trotting adventure, Stifler is a door stop intern at some sort of finance or law firm (maybe even both), Vicky has been living in New York since high school working at something (possible art related), Heather is now a doctor (I guess), Jessica is a lesbian, Milf Guy #2 (seriously how he is listed on IMDb) is organizing the reunion, Jim's Dad is now a widower, Stiffler's Mom is still a milf, I guess, and the Sherminator is divorced.

If that sounds like a lot, that's because it is, and while the formula of having multiple protagonists engaged in their own particular conquests worked in the first film quite well, here it feels a little too much. The difference is that while in Pie there were four protagonists all engaged in their own escapades, the goal was the same for all of them: lose your virginity. Here, everyone has a problem, but everyone's problem is different. (Though surprising, and also maybe refreshing, is a real dearth of sentimentality for “days past” - it's there mind you, but it's cooly minimal. And even more surprising, it's not Kevin dealing with it.) And the whole desire to get the entire band back together for the big finale (choke on this – the theatrical Pie releases now form a Quadrilogy), there's a few too many things going on here at once for the audience to feel concerned or even particularly interested in any of them, and as a result the things that should have some emotional resonance don't.

Now what I find unique about this series is how it exists in a fairly small category of films that explore what it's like for a group of friends to have grown up with from each other, to actually watch a friendship evolve. Other singular films have explored a moment, but this is a unique franchise where we can actually watch that evolution occur. This is particularly difficult for comedies, because a lot of that genre's function predicates on the maintenance of peculiar points-of-view or situations. Could you imagine a 40-Year-Old-Virgin 2? You'd have to get a new virgin. Just look at the backlash to Hangover 2; it is very hard to create a same character sequel without just retreading the same ground.

Now, on to my continuing argument regarding authenticity versus artifice: it's here. Oz is discontent obviously because he abandoned the “real” thing he had with Heather. His new life feels like a farce, because it so obviously hangs on him like a poorly tailored suit, particularly in the way he glumly reacts to people recognizing him for his “Dancing” appearance. Finch has been actually lying about his world traveling (which makes me wonder about the similar claims in Pie 2), a lie that actually lands him in jail. What is probably the most glaring evidence of technology being a crutch is when Stiffler tries the old our-car-broke-down-can-we-come-in-and-use-your-phone, and the wary homeowner inquires why the boys don't have cell phones. Stiffler's response is as succinct as could be desired: “The last time I did this cell phones didn't exist.”

Jim and Michelle are sexually frustrated because of their child, which isn't being honest to each other (in addition to the pre-title sequence built around watching porn on the internet and a bathtub water wand that I already discussed in my article about the trailer, they also try a little bondage as before the end of act II to spice things up). What should be the most important factor though, is the guys needing to be honest about where they are in life; they can't stay up drinking all night, they can't party and tussle with high school age kids, and they are grown up now (maybe the fact that this isn't really a big issue demonstrates how well matured everyone is?) so they can't really have shenanigans because responsibility, that's why. Hell I'm starting to think the screenwriters read my blog (Hey Jon and Hayden!), because the antagonistic high school kids show up on jet skis to antagonize people . But in a positive approval of a non-technology, Luddite stance, the fun, carefree, high-school Bacchanalia takes place at “the Falls”, an unstructured series of bonfires, beer coolers, and camp chairs gathered around a beach and waterfall. It's honestly gotten to the point where I can't think of a scene that doesn't bristle with a condemnation of technology. (I may have issues.)

Still this movie met all expectations, it just seems unfortunate that they were so eager to include a catch-up with everyone that the narrative suffered from an over-burdening. They had managed to bring everyone back for the second film, but it should be pointed out that Oz's story was practically non-existent, Finch and Kevin had very “B” stories, and Stifler didn't have an issue – he was just an instigator, a role that Seann William Scott excels at. The second and third films are really Jim's movies. We do get some nicely pleasant moments with the gang all back together, and this is a group of friends that I, for one, do enjoy spending time with.

Monday, March 19, 2012

Guess Who?

Back in 2004, I used to write movie reviews for the USM student newspaper, the "Student Printz". Because I occasionally feel lazy, and it seems a shame that all of five people ever read these, I've decided to repost them here, in the original versions that I emailed to my editor, Noel, all those years ago.

Sure, Ashton Kutcher may not be known for high quality or “deep” films (e.g. “Just Married”), but he has surprised moviegoers with some reasonable acting chops (e.g. “The Butterfly Effect”) or at least with entertaining films (e.g. “Dude, Where’s My Car?”). His latest film, “Guess Who” is officially the bottom of the barrel for this star. Unfunny, and rife with the exact kind of stuff that makes most people uncomfortable, “Guess Who” is only slightly worse from last week’s other premier, “Miss Congeniality 2: Armed and Fabulous”.

“Guess Who” details the story of Simon Green (Kutcher), an investment banker who is traveling with his girlfriend, Theresa (Zoe Saldana) to meet her parents and announce their engagement. Unfortunately, Theresa’s father, Percy Jones (Bernie Mac) is reasonably upset that his oldest daughter has selected a “white boy” to be her mate. While Simon fights to please Theresa’s family, Percy is aimed at destroying Simon’s reputation and saving his daughter from making a mistake. By the end of the movie, we can be sure that Simon and Percy will get along, and Simon’s relationship to Theresa and her family will be cemented so that everyone can live happily every after.

“Guess Who” is a pseudo-remake of the 1967 classic “Guess Who’s Coming To Dinner”, starring Sidney Poitier and Katharine Houghton. In the original, the only difference is that it’s a white girl bringing her black boyfriend home to meet her parents. I’ve never seen the original, but something tells me that a movie with that kind of premise debuting in the heart of civil rights movement had to have been well done, not to mention the presence of Sidney Poitier and Spencer Tracy in leading roles. “Guess Who” makes no effort to bring itself to any level of anything worthwhile, and instead of showing some fusion of the two very different cultures, all it does is get lost in a sea of stereotypes and non-progressive attitudes.

Especially given that “Guess Who” is classified as a ‘comedy’ one would at least suspect the film to be funny, but it achieves little more than sporadic and isolated humor. Combine that with the stale racial commentary, and the movie achieves little more than a predictable melodrama. Most of the character relationships are poorly portrayed, and despite Simon being in a household of a different race, he acts like an idiot, being cornered into moments of racial tension and then doing the exact wrong thing. Even Bernie Mac, usually the comic relief in movies needing a little humor can’t carry this picture, especially when they give his character racial blinders for the first three quarters of the picture.

I had hoped that by now that filmmakers would make some effort to actually doing something with their art form, be it pursuing new relationships between radically different strata of people or entertaining the audience. But when a movie achieves neither of these and merely seeks to enforce the differences between people, it’s time to go a new direction. “Guess Who” could have been something interesting if somebody had sat down and picked a premise to focus on, instead of just spinning gears with a boring, predictable plot based around two racially terse people.

Monday, February 27, 2012

Theater of the Hate

(Author's note: I wrote this essay in 2008 - the mentioned fellow improviser and I have since mended the misunderstanding, and are now quite amicable with each other.)

I went up to the iO the other night for a panel discussion and reading regarding the "Lives and Legends of Del Close", in celebration of Kim "Howard" Johnson's recently published a book of the same title. The panel discussion was fine, about what I was expecting: Charna, Kim, Robert Falls (directing manager of the Goodman theater), and a few of Del's first students talking about Del, the good old days, patting each other on the back, etc. There was, however, a few gems of parting wisdom: as Del lay on his deathbed, with the doctors prepared to administer the morphine that would end his suffering, one of his last thoughts was: "We created Theater of the Heart, a theater where people cherish each other..." In his final moments, he was most proud of creating an art form and an ideology where actors cherish each other for their ideas.

Just over twelve hours later, I logged on to the computer before leaving for work, to find a message from a fellow improviser in another city, who opened his message with "I don't mean to be a dick, but...", which as we all well know is a direct indication that the words that follow will be undoubtedly very unpleasant, to say the least (it is the rough equivalent to the words "I'm not a racist, but..."). The following tirade proceeded to chew me a new one, for what was an immense misunderstanding. I replied with a polite, placating message, and left for work. At work, I was greeted with another two messages, each more angry and vitriolic than the last. At this point, I had to make a delivery across campus, so I rather predictably kept turning over the interchange in my head for the next 45 minutes.

Now, when you're verbally abused in any way, you usually respond by lashing back, but for some reason, I wasn't angry. Anyone who knows me will at this point realize how strange this is (to say I have a short fuse is giving a bit too much credit), and I started to wonder why this was, and after a good fifteen minutes I realized why: last night's Del Close discussion, or more specifically, one of the last things he said (the message above).

I wasn't angry, I was disappointed. I realized in that moment, that perhaps the high-minded ideas spread by Close, of cherishing your fellow improvisers, treating them like poets, artists, etc., i.e. the theater of the heart, were maybe just too idealistic. For about five minutes, I honestly considered just ending my nearly five year "relationship" with improvisation, over the simple violation of what to me, was Del's most important lesson. To me, it just wasn't worth even doing this anymore if I was just going to get yelled at by fellow improvisers. While I'd probably just brush off a similar encounter from a stranger, why bother dealing with improvisers I respected and considered to be my friends. I relented of course (I was obviously still thinking in an irrational manner, even if wasn't acting it), realizing that to give up was probably a bit excessive.

But then, I started thinking about whether or not the encouraging and accepting environment exists at all. After all, improv is still at its most basic sense an art form, which as a necessity, requires criticism in order to improve. Of course Del was also a harsh critic of his students (perhaps the harshest), but the root of his criticism was probably still love of his fellow improvisers (I think I can only say probably, it may be to presumptuous to know his motivations). I've been around the Chicago scene long enough to know that some people don't really subscribe to this "heart" philosophy, but undoubtedly most, at least, try to. And it's then that I realized that respecting your fellow performers was as much a skill as "yes, anding". It wasn't just a natural reflex (we are all human after all). We, as well rounded improvisers (or at least improvisers in the Del Close methodology), have to A)want to respect each other and B)practice respecting each other.

I then grew concerned: with improv growing as fast as it is, will the theater of the heart become crowded with people who are not caring, loving, and respecting? Will a small part of improv theory that is almost more of an afterthought be just disregarded because it's just too much work to be nice to each other? What kind of mutual respect can we expect if we violently lash out at fellow improvisers over minor mistakes? Of course, it will always be easier to cherish those that are already our friends, but are we really challenging ourselves by only liking those that we're already close to? And if the pool becomes dominated by violent and harsh improvisers, imagine what kind of "art" they'll start producing.

Fifteen years ago, only a handful of people knew what improv was. Ten years ago, few outside the inner circle knew who Del was. Five years ago, troops were still mostly relegated to large cities and universities. Today, high school troops are coming by the iO for workshops and short courses. As improv continues to expand and be performed by more and more people, the only question I have is: will we still love each other tomorrow?

Shit. I'm already missing the good old days.

Monday, February 6, 2012

Alone in the Dark


Back in 2004, I used to write movie reviews for the USM student newspaper, the "Student Printz". Because I occasionally feel lazy, and it seems a shame that all of five people ever read these, I've decided to repost them here, in the original versions that I emailed to my editor, Noel, all those years ago.
Let’s face it: if you watch enough movies, every once in a while you run across one that is really bad. Most of them, you can switch your brain off, sit back, and enjoy the flickering lights. Others are even worse, and they required the creation of shows like “Mystery Science Theatre 3000” to actually make these films palatable. And yet there is still a tier just below those films: movies so bad, you can’t help but watch them, if only to please the same part of your brain that loves rubbernecking to see horrific accidents. “Alone in the Dark” is a movie so horrible, so god awful, that it should be avoided by everyone; even after two days, I still can’t wipe out the impression it left on my skull.
“Alone in the Dark” opens with a narrated story about the Abkani, a Native American tribe who were wiped off the face of the planet by a race of dark creatures called Zenos. When gold miners uncovered some artifacts from this culture, the government started Bureau 713, an organization dedicated to investigating the paranormal and supernatural phenomena surrounding these artifacts. Leading the investigation into the Abkani is Edward Carnby (Christian Slater), a former Bureau 713 agent and orphan who is missing several years of life as a result of a failed Zeno symbiote implantation. Assisting Carnby is Commander Burke (Stephen Dorff), leader of Bureau 713, and Aline Cedrac (Tara Reid) a “genius archeologist”. Carnby’s investigations lead him to “Shadow Island” and the machinations of former Bureau 713 leader Lionel Hudgins and his attempts to do something with the Zenos that is never fully described.
If the title sounds familiar, that’s because “Alone in the Dark” is based on a video game series of the same title, and if it doesn’t sound familiar, that’s okay, because only a small handful of people ever actually played the game. All I remember of it was that it was like a cheap “Myst” and it refused to uninstall off my computer. Director Uwe Boll’s last venture “House of the Dead” (also based on a video game) made only slightly more sense than this catastrophe. Watching this movie is like hanging out with your best friend’s younger brother: all he wants to do is make you think he’s “cool”. As a result, the movie is a horrible amalgamation of gunfights, bad synthesizer background music, horrible, over-clichéd dialogue, and bad “Matrix”-ized fight scenes. “Alone in the Dark’s” “scariest” moment amounts to little more than a production assistant flipping some light switches on and off. Most of the movie doesn’t even make sense, with a huge collection of short little occurences that have no bearing on the story, which are never explained and welded together with slipshod editing.
The Bureau is perhaps the most entertaining part of the movie: they wear reject “Power Rangers” outfits and act with less prowess than the ensigns on “Star Trek”. The Zenos aren’t much better: they are the creation of really bad CGI and look like a combination of the xenomorphs from “Alien” and the insects from “Starship Troopers”. Fortunately Slater and Dorff are at the very least tolerable, but unfortunately Reid is at an all career low for her ability, and her “genius” character isn’t done much justice by every other line being “hey guys, check this out”.
Of course, this movie might have been pretty awesome if Boll hadn’t directed this movie, permanently infusing his ultimate lack of talent with the film forever. With the absolute abundance of plot holes in this movie, I’m surprised one of the characters didn’t actually see them and walk right through it into a good movie.

Monday, January 23, 2012

How To Be Friends and Act Like Idiots - Toolkit

Back in December, I talked about my realisation that characters are interesting when they are being human – namely, that they are flawed, and act on those flaws. The human condition will always be endlessly fascinating and intriguing, and funny as well. My group has been working to try and capture some of the capacity for this kind of play, so I present to you now some exercises that dovetail nicely into “Being Friends and Acting Like Idiots”. As a sidebar for when working on this type of exercise is that everyone should be in the mindset of being affected majorly by everything that other players offer, and also that characters are human and are fallible and do have flaws.

“It's Tuesday” - this exercise is all about overaccepting offers; split the group in half onto opposite sides of the space – a person from line A steps forward and offers any line of dialogue, preferably something fairly mundane, and a person from line B overaccepts that offer. This could be thought of as yes anding in all capital letters. Players should be encouraged to make the overacceptances intensely personal in nature – it is very easily to fall into the trap of accepting an offer in a way that doesn't invest the players on a personal level, or to be dismissive but in a big way. Alternative: That's a great line because; A steps forward and initiates with a minimal line as before, only now B steps forward to the audience and says why this is the best initiation that could ever be given in the history of the world. After a two line exchange, switch sides. After a few goes, repeat with A delivering rich lines.

Character Monologues – player steps forward and delivers a character monologue about a subject, specifically detailing the character's opinion about the subject; good/bad, and most importantly why this subject is that way. Players should not be hesitant about playing characters with ridiculous opinions or ridiculous motivations or reasonings. Stupid or irrational characters make for great theater.

Two person opinion exchanges – forgive the rather clumsy title; as before, A steps forward, only this time, giving an opinion about a subject to B. B can then choose to agree or disagree with the opinion, then both sides provide supporting arguments or additional details for why they feel the way they do. Remember to maintain a balance of agreement and disagreement scenes, and also that both parts have to try an maintain their points-of-view in each scene, and continue to dig deeper into their supporting arguments.

Party Scenes – Four players, and each player silently labels the other three players with how they feel about them: stupid, smelly, and attractive (so one of the those labels to each other player). These four players now treat each by those silent labels, and the scene is that all four characters are at a party. It is important to maintain a level of treatment that allows the scene to proceed (treating someone someone as stupid too strongly, for instance, can alienate the character and grind it to a halt. The location being a party is because there is an obligation to be polite given the social situation – remember that you're not trying to solve the problem of someone being smelly or stupid, you need to find civilized ways to deal with it.

NPC's – one of the key elements of these types of shows is the interplay between the main players, but it is contrasted by the existence of, in role-playing game parlance, a non-player character (NPC). These are characters who are not part of the main group, have distinctly lower or higher status, and are ones who behave more reasonably that a PC. They often have everyday functions in the real world (e.g. cop, lawyer, boss) and act as foils to raise the stakes or frustrate the PC's. Playing with NPC's can be accomplished with the two person opinion exchanges as above, by either a) when a shared opinion has been reached, by acting as the opposing opinion (expressing it in a non-extreme way) or b) with an opposing opinion, but having the “b” player be more rational than his counterpart. As another tangential possibility, having any NPC act as a heavily characterized person (e.g. heavy accent) is usually a surefire way to make someone outrageously more extreme than a PC.

MAAP(ing) – the remaining element is to heighten the language that the characters talk in; this is done by deploying: Memory, Aphorism, Analogy, or Philosophy (MAAP) in the dialogue. Memories are any remembered thing that happened to a character (they usually being with “Remember the time...”). Aphorisms are colloquial sayings, e.g. “A stitch in time saves nine” or “A penny saved is a penny earned.” Analogies compare something to something else, usually using like or as (to quote “The League”: “You're like a gay Iron Man.”), and philosphies display a person's viewpoint on the world (to quote “League” again: “Hey, I can lead a horse to water, but I can't make it not have sex with me.”). It's best to try deploying these one at a time, so have two players step forward, and do a scene where they only have to worry about doing one of the MAAP elements. After, you can have the players use them ad libitum.


Good luck friending!